using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace ElegyPlayground
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        Character playerOne;
        InputController playerOneInput;
        Double m_oldGameTime;

        public const int AVERAGE_FRAME_TIME = 80;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            // TODO: use this.Content to load your game content here
            var smiley = Content.Load<Texture2D>("images\\biggrin");
            playerOne = new Character(smiley);
            playerOneInput = new InputController();

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            //if (m_oldGameTime == null)
            //{
            //    m_oldGameTime = gameTime;
            //}

            var timeDelta = gameTime.TotalGameTime.TotalMilliseconds - m_oldGameTime;
            var scaleDelta = timeDelta / AVERAGE_FRAME_TIME;
            playerOne.Velocity = playerOneInput.SetMovement(playerOne.Velocity);
            playerOne.UpdatePosition(scaleDelta,
                graphics.GraphicsDevice.Viewport.Width,
                graphics.GraphicsDevice.Viewport.Height);

            m_oldGameTime = gameTime.TotalGameTime.TotalMilliseconds;
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            // Draw the sprite.
            spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend);
            //spriteBatch.Draw(m_smiley, m_smileyPosition, Color.White);
            spriteBatch.Draw(playerOne.Graphic, playerOne.Position, Color.White);
            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}
